Is Farm live?
Yes — and the check is the panel, not a news post. A recording made after the event window shut shows CREATE PARTY with POOLROOMS and FARM side by side, the FARM tile carrying a pumpkin icon and no COMING SOON! tag, and the run that follows is a Farm run.
Three dated facts line up with that:
- The build record moved to 2026-10-31T13:53:30Z, 27 minutes before the event window opened at 14:00:51Z.
- The event card still lists
NEW FARM MAPfor 14:00–15:00 UTC, and the FARM tile was still selectable after 15:00 UTC — the hour in the card was the announcement, not the map's shelf life. - A second card appeared on the same page at 14:19:41Z for 7 November 2026. It opened as 14:00–15:00 UTC, was edited on 2 November 2026 at 14:59:44Z to 15:00–16:00 UTC, and was renamed on 6 November 2026 at 19:58:57Z: it now reads
GAMEMODES + NEW MAPwith the subtitleESCAPE THE BATHHOUSE, and its description says the update goes deeper into the Poolrooms and into The Bathhouse. Read the card rather than an older post for the hour, and read the lobby for what actually shipped.
What the card promised and the map delivered: multiple new stages (eighteen), pumpkins to collect (a counter of their own), new equipment to unlock (not read in any recording), and the same rule as ever — splash and it knows.
The eighteen stages, in the order we walked them
The order below comes from a complete NORMAL escape on 31 October 2026, and the stage names are the ones printed on the banner over each door. Every stage after the first pays a coin line at its exit door, so the door is also the checkpoint.
| Room | Stage | What the door asks | What the screen prints |
|---|---|---|---|
| 1 | Pumpkin Patch | Only one pumpkin in each row is solid. Follow the glow; hollow ones creak and sink under you. | Where a Farm run starts. The prompt changes with the mode: EASY prints ROTTEN PUMPKINS ARE HOLLOW, NORMAL BLACK STEMS ARE HOLLOW, and HARD HOLLOW PUMPKINS CREAK. |
| 2 | Duck Pond | Stand on the colour the lantern calls. The banner counts down, then every other lily pad sinks. | Our NORMAL run read ORANGE IS SAFE, then WHITE, then PURPLE, each with a number ticking down. |
| 3 | Apple Orchard | Climb the trees. Swing on the ropes. | The prompts are JUMP INTO THE ROPE TO GRAB IT and JUMP TO LET GO. |
| 4 | Tool Shed | Pull a lever to lower a bridge. It won't stay down. | The lever prints IT HEARD THE LEVER! and the bridge counts BRIDGE RISING before it lifts again. |
| 5 | Hay Ride Trail | Ride the wagons. A red lamp means a bale will kick off. Hop off! | Wagons run on lamps: yellow stays, red means leave. |
| 6 | Scarecrow Graveyard | Freeze when a scarecrow turns to look. | GO! to move, FREEZE! DON'T MOVE to stop. Getting caught prints SEEN! and crumbles the graves you touch for a few seconds. |
| 7 | Grain Chute | Climb, slide and jump the broken gaps. | BREAK AHEAD and JUMP! mark the missing sections of the chute. |
| 8 | The Stable | Walk the stall walls. Mind the doors. Hop the hay hoists. | Midway the banner switches to JUMP ACROSS THE HAY HOISTS. |
| 9 | Frozen Pond | Ice is slippery. White ice breaks. | THIN ICE! GET OFF! fires the moment you land on white. |
| 10 | The Well | Follow the mushrooms through the dark. | The only stage lit by its own path markers rather than a lantern. |
| 11 | Clotheslines | Grab a handle. Jump before lines break. | TORN LINE! JUMP BEFORE IT ENDS marks the break; this is where our NORMAL recording lost four lives. |
| 12 | Tractor Graveyard | Climb the machines. Watch the reels. | REEL STARTING!, WAIT - REEL SPINNING! and GO NOW! run in sequence. |
| 13 | Bale Roll | Walk against the roll to stay on top. | The bale turns under you, so the input is backwards on purpose. HARD adds BALES FLIP WHEN THEY SHAKE! |
| 14 | Pumpkin Cannons | Red stripes are firing lines. Hide behind the bales when they flash. | First stage in the top coin band. |
| 15 | Wind Pumps | Stand on a glowing plate to launch. Black plates are broken. | The launch plates are the only way up; a black plate does nothing. |
| 16 | The Hayloft | Ride the swinging bales up to the hay door. | TIME THE SWING! prints with the rhythm rather than the jump. |
| 17 | Combine Chase | Don't look back. It's right behind you. | A RUN! warning and a red-eyed combine on the walkway behind you. |
| 18 | Rotten Silo | Climb to the top. Call the lift. Ride it out. | PULL THE LEVER TO CALL THE LIFT, LIFT COMING DOWN, GET IN THE CAGE, GOING UP IN 1, then YOU MADE IT! GET OUT! |
The EASY recording walked the same stages in the same order at roughly half the length: 8:29 against 14:40. Nothing we read suggests a per-run reshuffle, but two recordings are not enough to call the order fixed, and the sign over each door is the thing to read if a stage surprises you.
What a Farm run pays
Rooms cleared is not one rate. A Farm door pays 30, 50 or 70 coins and the rate steps after rooms 6 and 12. A 2 November 2026 capture ran the same map on all three difficulties in one session, which is the first time we could compare them inside one build:
| Run | Rooms 1–6 | Rooms 7–12 | Rooms 13–18 | Escape | Total |
|---|---|---|---|---|---|
| HARD, MONSTERS 7 — 1 November | 68 | 113 | 158 | 450 | 2,484 |
| HARD — 2 November | 45 | 75 | 105 | 300 | 1,650 |
| NORMAL — 2 November | 30 | 50 | 70 | 200 | 1,100 |
| EASY, one 1.5x multiplier — 2 November | 23 | 38 | 53 | 150 | 834 |
| NORMAL, 1.5X badge running — 31 October | 45 | 50 | 70 | 200 | 1,190 |
| EASY, three monsters and the badge — 31 October | 34 | 56 | 79 | 225 | 1,239 |
HARD writes its own multiplier on the panel: Includes the HARD x1.5 bonus. Every line is the NORMAL line times 1.5 — 30 becomes 45, 50 becomes 75, 70 becomes 105, and the 200 escape becomes 300 — and the door toasts agree on the frame, +45 at 16:08 and +105 at 21:33. That run took 26:42 and ended with 1,650. Nothing else is multiplied in the row, which is how we know that run carried no extra coin bonus; the CREATE PARTY panel is not in the capture, so the monster count it queued with is unread.
A plain NORMAL run is still the row to plan with. A 1 November run opened at 936 coins and paid +30 at the Room 1 door; three NORMAL settlements read Rooms cleared +900 and Escape +200, at 9:22, 12:11 and 28:22 on two dates. Their door counters agree with the bands: 936 to 966 at room 1, and 830 coins across the first seventeen doors (6 x 30 + 6 x 50 + 5 x 70). What the MONSTERS stepper read in those three runs is not visible in any of the captures, so treat the plain row as the rate without a coin badge rather than as a run with a known monster count.
EASY keeps the half-coins rule and rounds at each door, not at the end. The 2 November session paid +23, +38 and +53 a door — 30, 50 and 70 times 0.75 — and eighteen doors at those rates add to 684, which is exactly the Rooms cleared line on its panel. So 22.5 coins prints as 23, and a run that mixes the bands can land a coin or two above a straight percentage of its total.
That settlement carries a third line the others do not: Rooms cleared +684, Escape +150, Daily bonus +50, TOTAL +884. The daily bonus is one a day, and the two later escapes in the same session — NORMAL at 12:11 and HARD at 26:42 — print no such line. The EASY panel also states its own rule under the total: EASY pays half coins. Its 0.75 is that half plus one more 1.5 multiplier the capture never shows, which is either three monsters or a coin badge.
The 45 in the 31 October row is the same kind of thing on NORMAL. The lobby showed 1.5X with 06:23 left on its timer, 30 x 1.5 is 45, the six 45s stopped at the room 6 door (06:25), and the room 7 door at 06:55 paid 50 — right after the timer ran out. The build record read 2026-10-31T13:53:30Z on both dates and still reads it on 2 November, so no build landed between those readings; we read the 45 as the badge multiplying the doors, and we cannot fully separate that from an unpublished rate change, so read your own door line.
The EASY row is the same ladder with three printed modifiers on it: EASY Half coins, MONSTERS 3 printing +50% COINS, and the 1.5X badge. 30 x 0.5 x 1.5 x 1.5 = 33.75, printed 34; 50 gives 56.25, printed 56; 70 gives 78.75, printed 79; and the 200 escape gives 225. The arithmetic lands on all four printed numbers, which is why that EASY run out-paid the NORMAL one beside it: the mode half is real, and the monster bonus and the badge covered it. The EASY doors were re-read on frames on 1 November: 1,351 coins into the lobby, 1,419 after two doors, 2,286 by room 18, which is 935 across seventeen doors and the 79 of the last one still to come. Its settlement lines come from the 31 October read — that upload cuts to an outro before the result panel.
On 1 November 2026 a HARD Farm run queued at MONSTERS 7, and it is the first Farm HARD run we have read whose party panel is in the frame: under the stepper the panel prints the bonus itself, +50% COINS. Its coin counter moved by 68, then 113, then 158 a door — 45, 75 and 105 times 1.5, rounded up the way EASY rounds — and the settlement read Rooms cleared +2,034, Escape +450, TOTAL +2,484 in 15:24, with the same Includes the HARD x1.5 bonus line under the total. 450 is 300 times 1.5 as well, so the monster bonus multiplies both repeatable lines, and 2,034 is all eighteen doors at 68, 113 and 158. Stacked on HARD that is 2.25x the plain NORMAL row before rounding. We have read +50% COINS at two caps only — MONSTERS 3 on EASY and MONSTERS 7 on HARD — while below the cap the panel prints the UP TO N FOR MORE COINS hint instead, so what 1 or 2 pays is still unread.
Farm still beats Poolrooms by a wide margin: a NORMAL Poolrooms escape on 27 October paid 440 + 100 = 540, and a plain Farm escape pays 1,100 for a longer run.
Difficulty, monsters and the rest of the panel
Farm runs through the same panel as Poolrooms, with one difference: the map row is the control that decides which map you queue for, and both tiles are live now.
- Difficulty. The 31 October panel put
RECOMMENDEDon EASY and a padlock on NORMAL readingBEAT NORMAL 0/2for an account that had not cleared it. A Farm run on NORMAL was possible for the player who was already through that gate. - Monsters. The stepper sat at 1 with
UP TO 3 FOR MORE COINSunder it, the same line the game prints in Poolrooms. - Party size. The EASY recording stood at 2 in the stepper when the panel was read; whether that waited for a second player before the run started is not visible in the footage.
- Seasonal tag. The lobby carried a
LIMITEDbadge on FALL with a day-scale countdown (14D 17H), and a separate2X CASHtile beside it.
HARD is the one we could read on Farm, on 2 November 2026: it runs the same eighteen stages in the same order and turns two of the prompts into a harder question.
- Room 1. EASY prints
ROTTEN PUMPKINS ARE HOLLOW, NORMAL printsBLACK STEMS ARE HOLLOW, and HARD printsHOLLOW PUMPKINS CREAK— on HARD the hollow one is the one you have to hear, not the one you can see. - Room 13, Bale Roll. HARD adds
BALES FLIP WHEN THEY SHAKE!on the door the other two modes pass without that line. - Coins. Both repeatable lines are 1.5x and the panel says so: 45, 75 and 105 a door and a 300 escape, 1,650 in total for the 26:42 run.
What is still unread is the panel behind that run — its party and monster settings are not in the frame, and one HARD capture is one sample, so we cannot say whether HARD changes the stage order on another day or takes a fourth prompt we have not seen.
Pumpkins: the second currency, and what it buys
The HUD gained a second currency. Above the coin counter sits a pumpkin with a number and its own plus button — 7 in the lobby before the EASY run, 14 by room 7, 30 by the escape. A stand marked PUMPKIN SHOP stands on the map beside the Scarecrow Graveyard, and on 3 November 2026 a recording opened it.
The panel spends pumpkins, not coins, and says so in its own caption: Farm items for the Farm map only. Pick an item to see its upgrade. Three rows carried a price in that frame — FARM REVIVE at 6 pumpkins (Escape a grab), SCARECROW BAIT at 2 (Distract the creature) and GRIP BOOTS at 3 (Faster, less sliding) — each on a three-level track, with the Farm Revive pane reading REVIVE PROTECTION LV 0/3, NOW 2s, NEXT 3s and an upgrade button priced at 5. The list is cut below Grip Boots and neither other tab was opened, so the shop's full stock and its MILESTONES rewards are still unread.
What the shop also settles: the counter is not decoration. The 3 pumpkins that player carried were the balance the prices were compared against — the 6 sat on a red chip, the 2 and the 3 on green ones. Whether that balance survives the run is not in any frame we have.
The item-by-item reading, and which row to buy first, is on the Pumpkin Shop page.
What the recordings do not answer
- The rest of the PUMPKIN SHOP. Three rows are priced now; the list was cut below Grip Boots, and the
MILESTONESandPUMPKINStabs were never opened. - What the new equipment is and where it drops. The event card promised it; no recording shows an equipment unlock.
- Whether Farm stays after Halloween. The tile was live after the event window closed. The 7 November card now names gamemodes and a new map, The Bathhouse, but it says nothing about the Farm tile or whether Farm stays.
- Whether coins and upgrades carry between the two maps. Farm paid into the same coin counter; the upgrade panels were not opened on Farm.
- What grants the
1.5Xcoin badge, and how long one lasts. We have seen its countdown multiply doors and the escape line; where a player gets one is unread. - What the CREATE PARTY panel read behind the 2 November runs. That capture starts inside each mode, so the monster count behind the 684, the 1,100 and the 1,650 is unread.
- Whether the stage order is fixed. Every Farm run we have read — EASY, NORMAL and the 2 November HARD run — showed the same eighteen stages in the same order, and nothing in the game says the order is fixed.
Each one has a cheap check attached: scroll the pumpkin shop past its third row, open the equipment panel, read the CREATE PARTY panel before queueing, and read the MAP row on a later day to see whether FARM is still there.